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So, three months of modeling, a couple of weeks spent developing materials and lighting, plus 3 hours of rendering in 1080p at 1250 samples, and voila! The final render of the awesomely-designed 2012 Audi A5 Coupe

...now, I say 2012, but there are a few details that I had to improvise. Namely the headlights. Why? Well, seems that there are no picture of the A5 across the entire internet that stay consistent. Even the pictures from the Audi website all differed slightly...but meh, at least it looks like an A5, right?

I'm still working on a few other shots, and I'll also be cleaning it up a bit - I'm thinking of maybe selling the model over on 3DExport, which I found through Twitter (their base royalty rates are 50% better than TurboSquid's)

Anyway, most of this was created in Blender 2.62, but while developing the materials I finally switched to 2.63a Also, all the photo-editing and stuff was done in GIMP 2.8.

Hey there! If I remember correctly, this particular version had between 150k to 300K vertices total. However, I've been updating and improving it since then and if I'm not mistaken the vertex count has gone up a bit more

You finally did it. ;DYeah I Like Audi very much the A5 is a very cool car, and this is a awesome model and render, I think you used Cycles due to you just upgraded your render machine with a very strong Cuda GPU.I think your skills have inproved very much since your Golf GTI model. In rendering, material setup and modeling.Very great overall!

Thanks Hellton! Yep, I used Cycles, though I had no choice but to use CPU-rendering as my GTX560Ti doesn't have enough VRAM to render this scene It came in handy for setting up the materials though, what with the real-time viewport rendering option.Also, +1000 to the Golf comment - I was looking at it the other day, and it's actually kinda horrible I'm planning on reworking it someday, updating the topology, materials and so on.

I'm actually reworking the Audi now that I've done a "version 1" on my own. I posted over in Focused Critique on BlenderArtists.org, and after several good pointers I realized it wasn't very physically accurate, so I'm reworking a few of the body panels, plus a few Materials tweaks. It already looks more realistic I have a few snapshots, actually: [link]